Don't go to full sail. I have a friend who graduated from there and I've heard nothing but bad things about it. If you're doing a game degree, you should be doing a 4-year program, like
DigiPen. Game development is a huge subject, even in 4 years it's hard to cover everything you need to know. There's absolutely no way you'll learn enough to be competent at your job in two years.
Same book I mentioned before, i'm pretty sure reading this will teach you what any college would, and MUCH more with the help of references and examples.
Books will never replicate a good college program. The most important thing any good game-related college degree will do is give you two things: practice and experience. Those are more important than anything else. There's just no replacement to just getting your hand dirty and actually doing the work, and no book will give you that.
If you want to get into game development, you essentially have these options:
Programmer: You have to learn a lot of math. This is including Calculus, Linear Algebra and Discrete Math. These are the fundamentals of everything that goes on in games. Most companies will want junior developers to have a wider range of knowledge rather than focus on a specific thing, so you should have some working knowledge of all the basic parts of a game (Graphics, Physics, Tools, AI, Low Level/Engine Code, etc.). And for that you need to understand the math behind it. There's a bunch of specialized programming positions you can take, but before focusing specifically on any of them, you should have a basic working knowledge of everything. To get an idea of the kind of programming that goes on in a commercial game, you can take a look at a publicly released game engine like
the Doom3 engine, or a book like
Game Engine Architecture or
Game Programming Gems.
Artist: You need a
lot of proficiency with art, 2D and 3D. You know you fit here if you're always doing some kind of art without anyone asking you or telling you to. It has to be something you love doing and have a ton of practice with. If that doesn't sound like you, this isn't your role.
Sound: You have working knowledge of music theory and can competently play at least one instrument. If you're not musical already, this isn't your thing.
Production: You have to be extremely good at organizing and at working with people. You have to be able to communicate well and generally be a people person. Ever heard of people trying to coordinate large RPG Maker projects? If you can't picture yourself doing that full-time, possibly across multiple countries, in teams of several dozen to several hundred people, this job isn't for you.
Design: You make stuff. All the time. You're constantly breaking down game mechanics, toying around with them, going beyond simply "I like this" or "I don't like this" into "why does (or doesn't) this work? why is (or isn't) this fun?". Design is mostly about practice and experience; there isn't really any other way to learn it. You'll have failed dozens of times for every time you make something worth playing. If this is what you want to do, you should be spending a very large part of your time working with tools like Unity and/or game-specific editors (Skyrim's, Warcraft's, Starcraft's, etc.) making levels, mods and implementing various gameplay mechanics. Design is not about "having ideas". Ideas are cheap, anyone can have them. It's about turning those ideas into mechanics that both work and are fun, and understanding why that is. That's the hard part.
You have to figure out what you want to do. None of these jobs are easy, which is why people get paid to do them. Whatever you want to do, you're going to have to dedicate a lot of time and effort to it. If you're having trouble with math, well, keep working at it. Math isn't about skill, it's mostly about practice. If it takes you longer to grasp concepts than other students in your class, then work harder than they do. Read more books. Watch more videos. Do more practice problems. Even if your lectures aren't that great, there's plenty of resources out there to help out (i.e.: Khan Academy
http://www.youtube.com/watch?v=riXcZT2ICjA&list=PL987ABEB108DC4EB0, in addition to Wikipedia and Google in general). That will be true for anything you do in college: you'll get out of it what you put into it.